Cataclysm - Build 12479 - Mage

Mage

Warp the flow of time, increasing melee, ranged, and spell casting speed by 30% for all party and raid members, as well as granting the casting mage 30% increased movement speed. Lasts 40 sec.Allies receiving this effect will become Sated and be unable to benefit from Bloodlust or Time Warp again for 10 min.26% of base mana, Instant cast, 5 min cooldown

Warp the flow of time, increasing melee, ranged, and spell casting speed by 30% for all party and raid members, as well as granting the casting mage 30% increased movement speed. Lasts 40 sec.Allies receiving this effect will become Sated and be unable to benefit from Bloodlust or Time Warp again for 10 min.26% of base mana, Instant cast, 5 min cooldown

( Prismatic Cloak : Fades the caster to invisibility over 3 sec, reducing threat each second / Instantly makes the caster invisible, reducing all threat ). The effect is cancelled if you perform any actions. While invisible, you can only see other invisible targets and those who can see invisible. Lasts 20 sec.16% of base mana, Instant cast, 3 min cooldown

Begins a ritual that creates a refreshment table. Raid members can click the table to acquire Cconjured mana food. The tables lasts for 3 min or 50 charges. Requires the caster and 2 additional party members to complete the ritual. In order to participate, all players must right-click the refreshment portal and not move until the ritual is complete.80% of base mana, Channeled, 5 min cooldown, Reagents: Arcane Powder x 2

Increases your resistance to all magic by 44.99 and causes you to regenerate 3% of your maximum mana every 5 sec. In addition, the duration of all harmful Magic effects used against you is reduced by 50%. Only one type of Armor spell can be active on the Mage at any time. Lasts 30 min.26% of base mana, Instant cast

Transforms the enemy into a pig, forcing it to wander around for up to 50 sec. While wandering, the pig cannot attack or cast spells but will regenerate very quickly. Any damage will transform the target back into its normal form. Only one target can be polymorphed at a time. Only works on Beasts, Humanoids and Critters.7% of base mana, 30 yd range, 1.5 sec cast

Transforms the enemy into a harmless rabbit, forcing it to scamper around for up to 50 sec. While wandering, the rabbit cannot attack or cast spells but will regenerate very quickly. Any damage will transform the target back into its normal form. Only one target can be polymorphed at a time. Only works on Beasts, Humanoids and Critters.7% of base mana, 30 yd range, 1.5 sec cast

Transforms the enemy into a turtle, forcing it to wander around for up to 50 sec. While wandering, the turtle cannot attack or cast spells but will regenerate very quickly. Any damage will transform the target back into its normal form. Only one target can be polymorphed at a time. Only works on Beasts, Humanoids and Critters.7% of base mana, 30 yd range, 1.5 sec cast

Infuses all party and raid members with brilliance, increasing their maximum mana by 2126.4 for 1 hr. If target is in your party or raid, all party and raid members will be affected.31% of base mana, 30 yd range, Instant cast

Blasts the target with energy, dealing 1192.17 to 1385.49 Arcane damage. Each time you cast Arcane Blast, the damage of all Arcane spells is increased by 15% and mana cost of Arcane Blast is increased by 175%. Effect stacks up to 4 times and lasts 6 sec or until any Arcane damage spell except Arcane Blast is cast.7% of base mana, 35 yd range, 2.5 sec cast

Transforms the enemy into a sheep, forcing it to wander around for up to 50 sec. While wandering, the sheep cannot attack or cast spells but will regenerate very quickly. Any damage will transform the target back into its normal form. Only one target can be polymorphed at a time. Only works on Beasts, Humanoids and Critters.7% of base mana, 30 yd range, 1.5 sec cast

Causes 190.28 Fire damage when hit, increases your critical strike chance by 3%, and reduces the chance you are critically hit by 5%. Only one type of Armor spell can be active on the Mage at any time. Lasts 30 min.28% of base mana, Instant cast

You become encased in a block of ice, protecting you from all physical attacks and spells for 10 sec, but during that time you cannot attack, move or cast spells. Also causes Hypothermia, preventing you from recasting Ice Block for 30 sec.15 Mana, Instant cast, 5 min cooldown

Increases armor from items by 20% and Frost resistance by 44.99. If an enemy strikes the caster, they may have their movement slowed by 30% and the time between their attacks increased by 25% for 5 sec. Only one type of Armor spell can be active on the Mage at any time. Lasts 30 min.24% of base mana, Instant cast

Increases the target's chance to critically hit with spells by 3%. When the target critically hits the caster's chance to critically hit with spells is increased by 3% for 10 sec. Cannot be cast on self.6% of base mana, 30 yd range, Instant cast

Reduces target's movement speed by 60%, increases the time between ranged attacks by 60% and increases casting time by 30%. Lasts 15 sec. Slow can only affect one target at a time.12% of base mana, 30 yd range, Instant cast

Re[duc/duc/duc/stor]es [all/all/all/30] [dam/dam/dam/R]age[ taken by 2%/ taken by 4%/ taken by 6%/] and [reduces the fade time of your I/reduces the fade time of your I/reduces the fade time of your I/E]n[visibility sp/visibility sp/visibility sp/]e[ll b/ll b/ll b/rg]y[ 1 sec/ 2 sec/ 3 sec/].

The target becomes a Living Bomb, taking 1383.5 Fire damage over 12 sec. After 12 sec or when the spell is dispelled, the target explodes dealing 345.87 Fire damage to all enemies within 10 yards.22% of base mana, 35 yd range, Instant cast

Targets in a cone in front of the caster take 1194.77 to 1388.51 Fire damage and are Disoriented for 5 sec. Any direct damaging attack will revive targets. Turns off your attack when used.7% of base mana, Instant cast, 20 sec cooldown

When activated, this spell increases the critical strike chance on your next non-periodic Fire damage spell by 100%. In addition, when that critical strike lands, all of your existing Fire periodic damage effects will be merged into the Combustion effect, burning at the same rate but over 10 sec.Instant, 2 min cooldown

Your Fire spells no longer trigger Arcane Missiles. Instead, any time you score 3 critical strikes with fire spells within 6 sec of each other, you have a [33%/66%/100%] chance the next Pyroblast spell cast within 10 sec will be instant cast.

A wave of flame radiates outward from the caster, damaging all enemies caught within the blast for 1134.1 to 1336.7 Fire damage, knocking them back and dazing them for 6 sec.7% of base mana, Instant cast, 30 sec cooldown

Increases your chance to critically hit with Scorch by an additional [10%/20%] and your damaging Scorch spells have a [33%/66%] chance to cause your target to be vulnerable to spell damage, increasing spell critical strike chance against that target by 5% and lasts 30 sec.

Your Frostbolt spell has a 100% chance to grant up to 10 party or raid members mana regeneration equal to 1% of their maximum mana per 5 sec for 15 sec. This effect cannot occur more often than once every 6 sec.

Gives your Chill effects a [5%/0%/15%] chance to grant you the Fingers of Frost effect, which causes Ice Lance and Deep Freeze to act as if your target were frozen. Fingers of Frost has 2 charges and lasts 15 sec.

Multiplies the critical strike chance of all your spells against frozen targets by [2/3].

Official Class Preview

Originally Posted by Bashiok
(Blue Tracker)

In World of Warcraft: Cataclysm, we.ll be
making lots of changes and additions to class talents and
abilities across the board. In this preview, you.ll get an early
look at what's in store for the mage class, including a
rundown of some of the new spells, abilities, and talents, and an
overview of how the new Mastery system will work with the
different talent specs.

New Mage
Spells

Flame Orb (available
at level 81): Inspired by Prince Taldaram.s abilities in
Ahn'kahet and Icecrown Citadel, this spell allows the mage to
cast a flaming orb that travels in front in a straight line,
sending beams that cause fire damage to passing targets. Once it.s
cast, the mage is free to begin casting other spells as the Flame
Orb travels. While the spell will be useful to any spec, Fire
mages will have talents that improve it, possibly causing the
Flame Orb to explode when it reaches its destination.

Time Warp (level 83): Grants a passive Haste effect much
like Bloodlust or Heroism to party or raid members. It also
temporarily increases the mage's own movement speed. Time
Warp will be exclusive with Bloodlust and Heroism, meaning you
can.t benefit from both if you.ve got the Exhaustion debuff,
though the movement-speed increase will still work even when under
the effects of Exhaustion.

Wall of Fog (level
85): Creates a line of frost in front of the mage, 30
yards from end to end. Enemies who cross the line are snared and
take damage. The mana cost will be designed to make Wall of Fog
efficient against groups, not individuals. This spell is intended
to give mages a way to help control the battlefield, whether the
mage is damaging incoming enemies (Blizzard can be channeled on
top of Wall of Fog) or protecting a flag in a Battleground.
10-second duration. 30-second cooldown.

Changes to Abilities and
Mechanics

In addition to
introducing new spells, we're planning to make changes to
some of the other abilities and mechanics you're familiar
with. This list and the summary of talent changes below it are by
no means comprehensive, but they should give you a good sense of
what we intend for each spec.

Arcane Missiles is being redesigned to
become a proc-based spell. Whenever the mage does damage with
any spell, there is a chance for Arcane Missiles to become
available, similar to how the warrior.s Overpower works. The
damage and mana cost of this spell will be reworked to make it
very desirable to use when available. This change should make
gameplay more dynamic for the mage, particularly at low
levels.

We are planning to remove spells that
don't have a clear purpose. Amplify Magic, Dampen Magic,
Fire Ward, and Frost Ward are being removed from the game, and
we may remove more.

The ability to conjure food and
water will not become available until higher levels (likely
around level 40), as we're making changes to ensure mages
generally won.t run out of mana at lower levels. Once mages
learn how to conjure food and water, the conjured item will
restore both health and mana.

Scorch will provide a
damage bonus to the mage's fire spells. Our goal is for
Scorch to be part of the mage's rotation and a useful
damage-dealing ability, even if someone else is supplying the
group with the spell Critical Strike debuff. Scorch will
provide the mage with more specific benefits, which can also
be improved through talents.

New Talents and Talent
Changes

Arcane Focus will now return mana
for each spell that fails to hit your target, including Arcane
Missiles that fail to launch. We want Arcane mages to have
several talents that play off of how much mana the character
has and give the player enough tools to manage
mana.

The talent Playing with Fire will reduce the
cooldown of Blast Wave when hit by a melee attack, instead of
its current effect.

Pyromaniac will grant Haste when
three or more targets are getting damaged by the effects of
your damage-over-time (DoT) fire spells.

The Burnout
talent will allow mages to cast spells using health when they
run out of mana.

Mastery Passive Talent Tree
Bonuses

Arcane

Spell
damage

Spell Haste

Mana
Adept

Mana Adept: Arcane will
deal damage based how much mana the mage has. For example, Arcane
mages will do much more damage at 100% mana than at 50% mana. If
they begin to get low on mana, they will likely want to use an
ability or mechanic to bring their mana up to increase their
damage.

Fire

Spell damage

Spell
Crit

Ignite

Ignite: All
direct-damage fire spells will add a damage-over-time (DoT)
component when cast. The flavor will be similar to how Fireball
works; however, the DoT component will be much stronger.

Frost

Spell damage

Spell Crit
damage

Deathfrost

Deathfrost: Casting Frostbolt places a buff on the mage
that increases the damage for all frost, fire, and arcane spells.
The only damage spell that won't be affected by this buff is
Frostbolt.

We hope you enjoyed this preview, and we.re
looking forward to hearing your initial thoughts and feedback on
these additions and changes. Please keep in mind that this
information represents a work in progress and is subject to change
as development on Cataclysm continues.

Blue Posts

Originally Posted by Blizzard Entertainment

Flame
OrbFlame Orb is not channeled. It may have a cast
time, but after that is fire and forget. We want to try the line
idea because there aren.t any spells that work that way currently.
Giving it a target to follow makes it feel more like a fancy dot .
useful perhaps, but nothing that feels really new. It will be
balanced for single-target damage, but if you can launch it in
such a way that it will hit multiple targets, then you.re just
being awesome. (Source)

Wall of
FogWall of Fog is not channeled. We don.t know yet
how wide it will be, but wide enough so that it feels more like a
trip-wire than an area like Frost Trap. (Source)

Hot
StreakWe like the basic gameplay of Hot Streak. With
lower crit rates all around, we hope that it will feel more like a
bonus when it.s up rather than a penalty when it refuses to stay
up. We may lower the magnitude overall for the same reason. (Source)

Arcane
MissilesOn Arcane Missiles, the basic spell is
pretty cool. The problem is the way the spell works makes the
current design hard to balance. It.s either too expensive and low
damage or the opposite problem. This is particularly true at low
level, and meanwhile we think the mage experience at low level is
also a little too repetitive. The change is that you can.t hit
Arcane Missiles whenever you want. The icon is just grayed out.
However, when you deal damage, you have a chance to get Arcane
Missiles to light up and then you definitely want to hit it. At
higher levels Fire and Frost may eventually phase it out in
preference for other spells, or if we like the mechanic, it may be
something even Fire and Frost do, just less often than Arcane. (Source)

Mastery
BonusesOn the topic of mastery bonuses, understand
that this is a new design for us and very few people have seen
them in action yet. We run the risk of specific masteries being so
generic that the mastery stat isn.t interesting or so complex that
what players really like about playing a certain spec gets turned
on its head. This is the kind of thing that will require a lot of
iteration and the reason we.re trying to cover the whole gamut of
relatively complex to relatively simple to see what feels right.
(Source)

Food and
WaterWe.re shifting food and water to higher level
because we don.t want players to have so much down time at lower
level. We.re not trying to make it harder to level; we.re reducing
the need to drink or eat so we.re bumping the actual food and
water (though it.s really foodwater in the case of mages) higher.
(Source)

Mana
AdeptThe intent behind Mana Adept (Arcane mastery)
is that Arcane currently has a pretty fun mana management game
going, at least at relatively high level. We thought it would be
fun to extend that concept even further to where Arcane mages that
use the mechanics to keep their mana high would do higher dps. I
find many of the predictions that Arcane is doomed in PvE based on
the very limited information you have at the moment to be quite
premature. (Source)

Time Warp vs
BloodlustOn Time Warp vs. Bloodlust, we are really
trying to give groups flexibility in who they bring to 10 player
raids to an even greater extent than we did in Lich King. We heard
over and over that shaman still felt like the one mandatory class
in any raid. The more we hear .now there will be no reason to take
me over X class / spec. the happier we will be. The reason should
be that you.re a good player, not that your mere presence makes
everyone else perform better. It.s fun to feel more powerful in a
group . we get that, and we aren.t going to completely marginalize
group synergy. But it needs to come secondary to the skill of the
players involved. (Source)

Fire Ward /
Dampen MagicI understand some mages really like Fire
Ward or Dampen Magic. Perhaps .no clear role. wasn.t the best
choice of words, but we are trying to remove mechanics from the
game that we think aren.t really cutting it. When asking players
to put more buttons on their action bars from these new spells, we
only think it.s fair to try and get some bar space back from the
least interesting spells. Don.t worry so much about balance at
this stage. Many things will need to be tweaked. Worry more about
whether it ever felt like a fun decision to use these spells. (Source)

Rogue/Mage/Priest Arena CompFor everyone focusing
on the RMP Arena comp, I really think you.re going to see a shift
to more PvP concerns in Cataclysm being about Battleground
balance. There will still be players playing Arenas for sure, but
a lot of the players currently doing Arenas are going to shift to
rated BGs instead. (Source)

Healing
reduction effects in Cataclysm"All equivalent
debuffs" means if you have the debuff today, you will have it
in Cataclysm, but at 20% healing received. To avoid further
confusion, we are talking about Mortal Strike, Furious Strikes,
Wound Poison, Aimed Shot, Permafrost and Improved Mind Blast.

We are also strongly considering having all of these
effect cause the same debuff, called Mortal Wounds, which is a
physical effect and therefore undispellable. This allows the
behavior to be more consistent regardless of who is applying it
and lets us consider things like how easy it should be to dispel
poisons (since Mortal Wounds would not be affected).

Heals will be smaller and health pools will be larger in
Cataclysm, so we don't expect Mortal Wounds to feel as
mandatory as it does today, but this is clearly the kind of thing
that will require a lot of playtesting and feedback. (Source)

Ok, can someone plz explain the new Combustion? The tooltip doesn't help at all, i think.
What does it mean:
"In addition, when that critical strike lands, all of your existing Fire periodic damage effects will be merged into the Combustion effect, burning at the same rate but over 10 sec."

This "merged" really confuses me. And also, what combustion effect is it talking about?
Any thoughts?

Last edited by Nashori; 2010-07-14 at 06:36 AM.
Reason: MMO-ing at work,bad for your typing!

For me, it sounds like a new DoT, that ticks every second for the combined damage of all your fire-DoTs.
Imagine Living Bomb, Ignite, Fireball DoT, Pyroblast DoT and Flashburn ticking for twice the damage for 10 seconds.

Wow we really seem to be getting the mage master of cc feel back! talents like when breaking polymorph you're stunned for 3 secs, when melee hits mage armour they are pushed back and slowed, frostbolt that can freeze the closest 2 targets...I'm excited.
And changing fire to be more "dependant" on dots? the last time I played the fireball dot was a joke lol I guess they changed it.

Hello , plz i don't have understand the think With Elemental Water , AB and Pyroblast.
Do We receive it when we up a level or we have to spend for exemple 10 point talent in frost to have water elemental ? or another thing

As far as I know you only get them bonuses if you are specialized in that specific tree, and you can only be specialized in one tree. When you use 31 points in main tree you gain 10 bonus points to spend in the other trees.

Hello , plz i don't have understand the think With Elemental Water , AB and Pyroblast.
Do We receive it when we up a level or we have to spend for exemple 10 point talent in frost to have water elemental ? or another thing

thank's

If I'm correct, you get those skills upon spending your first talent point in the tree (and you can only get one tree's bonus, so don't think you can spec arcane and then subspec frost and end up with Abarr and a water ele )

Can someone in beta clarify the cast time on high level frostbolt/fireball/pyro in this build? The op has 2.0/2.5/3.5 with clearly high level damage listed, and the mouseover just has the live server level 1 live version. Pretty big change if it's real.

Mhh no "Imp. CS" for Frost Pvp anymore. I don´t relly understand the reason behind that...
And how does the new Hotstreak works out in practice? 3 Crits in a row within 6 seconds with downscaled crit rates sound like it wouddnt be that good :>

If I'm correct, you get those skills upon spending your first talent point in the tree (and you can only get one tree's bonus, so don't think you can spec arcane and then subspec frost and end up with Abarr and a water ele )

This ^

You get the spells/skills upon spending your first point when u reach lvl10.At that point you choose your specialization, which lasts till you have spend 31 points in said tree.Of course, from what i understand you can always and at any time go to a trainer and unlearn your talents, putting then the point to a different tree.

---------- Post added 2010-07-14 at 03:11 PM ----------

Originally Posted by WoOmbat

And how does the new Hotstreak works out in practice? 3 Crits in a row within 6 seconds with downscaled crit rates sound like it wouddnt be that good :>

From what i've read in a different thread and it sounds logical, they removed the "non-periodic crits" limitation from HS. Thus, DoT crits will also count towards the 3 crits necessary for it to proc.So, for example, you may crit with Fireball, crit with Ignite and crit with the previous Pyroblast DoT, all within 6 seconds, and end up with another HS proc.

So if I'm correct, you can put your first talent point into the frost tree, then go and spec Arcane and still get the elemental and say screw you to Abarr? That would be cool having a perma pet as an arcane mage.

So if I'm correct, you can put your first talent point into the frost tree, then go and spec Arcane and still get the elemental and say screw you to Abarr? That would be cool having a perma pet as an arcane mage.

once you spec into a tree, you may NOT put points outside it till you've spent 31 points in the primary.

---------- Post added 2010-07-14 at 04:02 PM ----------

Originally Posted by Nashori

This ^

You get the spells/skills upon spending your first point when u reach lvl10.At that point you choose your specialization, which lasts till you have spend 31 points in said tree.Of course, from what i understand you can always and at any time go to a trainer and unlearn your talents, putting then the point to a different tree.

---------- Post added 2010-07-14 at 03:11 PM ----------

From what i've read in a different thread and it sounds logical, they removed the "non-periodic crits" limitation from HS. Thus, DoT crits will also count towards the 3 crits necessary for it to proc.So, for example, you may crit with Fireball, crit with Ignite and crit with the previous Pyroblast DoT, all within 6 seconds, and end up with another HS proc.

there is no chance in hell they would let ignite crit, and they've already stated as such.